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https://github.com/bevyengine/bevy
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015f2c69ca
# Objective Continue improving the user experience of our UI Node API in the direction specified by [Bevy's Next Generation Scene / UI System](https://github.com/bevyengine/bevy/discussions/14437) ## Solution As specified in the document above, merge `Style` fields into `Node`, and move "computed Node fields" into `ComputedNode` (I chose this name over something like `ComputedNodeLayout` because it currently contains more than just layout info. If we want to break this up / rename these concepts, lets do that in a separate PR). `Style` has been removed. This accomplishes a number of goals: ## Ergonomics wins Specifying both `Node` and `Style` is now no longer required for non-default styles Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` ## Conceptual clarity `Style` was never a comprehensive "style sheet". It only defined "core" style properties that all `Nodes` shared. Any "styled property" that couldn't fit that mold had to be in a separate component. A "real" style system would style properties _across_ components (`Node`, `Button`, etc). We have plans to build a true style system (see the doc linked above). By moving the `Style` fields to `Node`, we fully embrace `Node` as the driving concept and remove the "style system" confusion. ## Next Steps * Consider identifying and splitting out "style properties that aren't core to Node". This should not happen for Bevy 0.15. --- ## Migration Guide Move any fields set on `Style` into `Node` and replace all `Style` component usage with `Node`. Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` For any usage of the "computed node properties" that used to live on `Node`, use `ComputedNode` instead: Before: ```rust fn system(nodes: Query<&Node>) { for node in &nodes { let computed_size = node.size(); } } ``` After: ```rust fn system(computed_nodes: Query<&ComputedNode>) { for computed_node in &computed_nodes { let computed_size = computed_node.size(); } } ```
410 lines
14 KiB
Rust
410 lines
14 KiB
Rust
//! Demonstrates percentage-closer soft shadows (PCSS).
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use std::f32::consts::PI;
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use bevy::{
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core_pipeline::{
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experimental::taa::{TemporalAntiAliasPlugin, TemporalAntiAliasing},
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prepass::{DepthPrepass, MotionVectorPrepass},
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Skybox,
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},
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math::vec3,
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pbr::{CubemapVisibleEntities, ShadowFilteringMethod, VisibleMeshEntities},
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prelude::*,
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render::{
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camera::TemporalJitter,
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primitives::{CubemapFrusta, Frustum},
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},
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};
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use crate::widgets::{RadioButton, RadioButtonText, WidgetClickEvent, WidgetClickSender};
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#[path = "../helpers/widgets.rs"]
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mod widgets;
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/// The size of the light, which affects the size of the penumbras.
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const LIGHT_RADIUS: f32 = 10.0;
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/// The intensity of the point and spot lights.
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const POINT_LIGHT_INTENSITY: f32 = 1_000_000_000.0;
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/// The range in meters of the point and spot lights.
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const POINT_LIGHT_RANGE: f32 = 110.0;
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/// The depth bias for directional and spot lights. This value is set higher
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/// than the default to avoid shadow acne.
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const DIRECTIONAL_SHADOW_DEPTH_BIAS: f32 = 0.20;
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/// The depth bias for point lights. This value is set higher than the default to
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/// avoid shadow acne.
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///
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/// Unfortunately, there is a bit of Peter Panning with this value, because of
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/// the distance and angle of the light. This can't be helped in this scene
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/// without increasing the shadow map size beyond reasonable limits.
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const POINT_SHADOW_DEPTH_BIAS: f32 = 0.35;
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/// The near Z value for the shadow map, in meters. This is set higher than the
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/// default in order to achieve greater resolution in the shadow map for point
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/// and spot lights.
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const SHADOW_MAP_NEAR_Z: f32 = 50.0;
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/// The current application settings (light type, shadow filter, and the status
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/// of PCSS).
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#[derive(Resource)]
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struct AppStatus {
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/// The type of light presently in the scene: either directional or point.
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light_type: LightType,
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/// The type of shadow filter: Gaussian or temporal.
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shadow_filter: ShadowFilter,
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/// Whether soft shadows are enabled.
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soft_shadows: bool,
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}
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impl Default for AppStatus {
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fn default() -> Self {
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Self {
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light_type: default(),
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shadow_filter: default(),
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soft_shadows: true,
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}
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}
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}
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/// The type of light presently in the scene: directional, point, or spot.
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#[derive(Clone, Copy, Default, PartialEq)]
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enum LightType {
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/// A directional light, with a cascaded shadow map.
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#[default]
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Directional,
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/// A point light, with a cube shadow map.
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Point,
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/// A spot light, with a cube shadow map.
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Spot,
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}
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/// The type of shadow filter.
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///
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/// Generally, `Gaussian` is preferred when temporal antialiasing isn't in use,
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/// while `Temporal` is preferred when TAA is in use. In this example, this
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/// setting also turns TAA on and off.
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#[derive(Clone, Copy, Default, PartialEq)]
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enum ShadowFilter {
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/// The non-temporal Gaussian filter (Castano '13 for directional lights, an
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/// analogous alternative for point and spot lights).
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#[default]
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NonTemporal,
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/// The temporal Gaussian filter (Jimenez '14 for directional lights, an
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/// analogous alternative for point and spot lights).
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Temporal,
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}
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/// Each example setting that can be toggled in the UI.
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#[derive(Clone, Copy, PartialEq)]
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enum AppSetting {
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/// The type of light presently in the scene: directional, point, or spot.
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LightType(LightType),
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/// The type of shadow filter.
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ShadowFilter(ShadowFilter),
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/// Whether PCSS is enabled or disabled.
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SoftShadows(bool),
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}
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/// The example application entry point.
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fn main() {
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App::new()
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.init_resource::<AppStatus>()
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.add_plugins(DefaultPlugins.set(WindowPlugin {
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primary_window: Some(Window {
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title: "Bevy Percentage Closer Soft Shadows Example".into(),
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..default()
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}),
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..default()
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}))
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.add_plugins(TemporalAntiAliasPlugin)
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.add_event::<WidgetClickEvent<AppSetting>>()
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.add_systems(Startup, setup)
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.add_systems(Update, widgets::handle_ui_interactions::<AppSetting>)
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.add_systems(
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Update,
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update_radio_buttons.after(widgets::handle_ui_interactions::<AppSetting>),
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)
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.add_systems(
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Update,
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(
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handle_light_type_change,
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handle_shadow_filter_change,
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handle_pcss_toggle,
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)
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.after(widgets::handle_ui_interactions::<AppSetting>),
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)
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.run();
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}
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/// Creates all the objects in the scene.
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>, app_status: Res<AppStatus>) {
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spawn_camera(&mut commands, &asset_server);
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spawn_light(&mut commands, &app_status);
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spawn_gltf_scene(&mut commands, &asset_server);
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spawn_buttons(&mut commands);
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}
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/// Spawns the camera, with the initial shadow filtering method.
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fn spawn_camera(commands: &mut Commands, asset_server: &AssetServer) {
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commands
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.spawn((
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Camera3d::default(),
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Transform::from_xyz(-12.912 * 0.7, 4.466 * 0.7, -10.624 * 0.7).with_rotation(
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Quat::from_euler(EulerRot::YXZ, -134.76 / 180.0 * PI, -0.175, 0.0),
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),
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))
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.insert(ShadowFilteringMethod::Gaussian)
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// `TemporalJitter` is needed for TAA. Note that it does nothing without
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// `TemporalAntiAliasSettings`.
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.insert(TemporalJitter::default())
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// We want MSAA off for TAA to work properly.
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.insert(Msaa::Off)
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// The depth prepass is needed for TAA.
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.insert(DepthPrepass)
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// The motion vector prepass is needed for TAA.
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.insert(MotionVectorPrepass)
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// Add a nice skybox.
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.insert(Skybox {
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image: asset_server.load("environment_maps/sky_skybox.ktx2"),
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brightness: 500.0,
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rotation: Quat::IDENTITY,
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});
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}
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/// Spawns the initial light.
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fn spawn_light(commands: &mut Commands, app_status: &AppStatus) {
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// Because this light can become a directional light, point light, or spot
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// light depending on the settings, we add the union of the components
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// necessary for this light to behave as all three of those.
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commands
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.spawn((
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create_directional_light(app_status),
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Transform::from_rotation(Quat::from_array([
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0.6539259,
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-0.34646285,
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0.36505926,
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-0.5648683,
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]))
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.with_translation(vec3(57.693, 34.334, -6.422)),
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))
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// These two are needed for point lights.
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.insert(CubemapVisibleEntities::default())
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.insert(CubemapFrusta::default())
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// These two are needed for spot lights.
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.insert(VisibleMeshEntities::default())
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.insert(Frustum::default());
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}
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/// Loads and spawns the glTF palm tree scene.
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fn spawn_gltf_scene(commands: &mut Commands, asset_server: &AssetServer) {
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commands.spawn(SceneRoot(
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asset_server.load("models/PalmTree/PalmTree.gltf#Scene0"),
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));
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}
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/// Spawns all the buttons at the bottom of the screen.
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fn spawn_buttons(commands: &mut Commands) {
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commands
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.spawn(widgets::main_ui_node())
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.with_children(|parent| {
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widgets::spawn_option_buttons(
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parent,
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"Light Type",
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&[
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(AppSetting::LightType(LightType::Directional), "Directional"),
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(AppSetting::LightType(LightType::Point), "Point"),
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(AppSetting::LightType(LightType::Spot), "Spot"),
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],
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);
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widgets::spawn_option_buttons(
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parent,
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"Shadow Filter",
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&[
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(AppSetting::ShadowFilter(ShadowFilter::Temporal), "Temporal"),
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(
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AppSetting::ShadowFilter(ShadowFilter::NonTemporal),
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"Non-Temporal",
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),
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],
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);
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widgets::spawn_option_buttons(
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parent,
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"Soft Shadows",
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&[
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(AppSetting::SoftShadows(true), "On"),
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(AppSetting::SoftShadows(false), "Off"),
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],
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);
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});
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}
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/// Updates the style of the radio buttons that enable and disable soft shadows
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/// to reflect whether PCSS is enabled.
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fn update_radio_buttons(
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mut widgets: Query<
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(
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Entity,
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Option<&mut BackgroundColor>,
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Has<Text>,
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&WidgetClickSender<AppSetting>,
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),
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Or<(With<RadioButton>, With<RadioButtonText>)>,
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>,
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app_status: Res<AppStatus>,
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mut writer: TextUiWriter,
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) {
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for (entity, image, has_text, sender) in widgets.iter_mut() {
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let selected = match **sender {
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AppSetting::LightType(light_type) => light_type == app_status.light_type,
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AppSetting::ShadowFilter(shadow_filter) => shadow_filter == app_status.shadow_filter,
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AppSetting::SoftShadows(soft_shadows) => soft_shadows == app_status.soft_shadows,
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};
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if let Some(mut bg_color) = image {
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widgets::update_ui_radio_button(&mut bg_color, selected);
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}
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if has_text {
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widgets::update_ui_radio_button_text(entity, &mut writer, selected);
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}
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}
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}
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/// Handles requests from the user to change the type of light.
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fn handle_light_type_change(
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mut commands: Commands,
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mut lights: Query<Entity, Or<(With<DirectionalLight>, With<PointLight>, With<SpotLight>)>>,
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mut events: EventReader<WidgetClickEvent<AppSetting>>,
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mut app_status: ResMut<AppStatus>,
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) {
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for event in events.read() {
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let AppSetting::LightType(light_type) = **event else {
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continue;
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};
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app_status.light_type = light_type;
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for light in lights.iter_mut() {
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let mut light_commands = commands.entity(light);
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light_commands
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.remove::<DirectionalLight>()
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.remove::<PointLight>()
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.remove::<SpotLight>();
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match light_type {
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LightType::Point => {
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light_commands.insert(create_point_light(&app_status));
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}
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LightType::Spot => {
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light_commands.insert(create_spot_light(&app_status));
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}
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LightType::Directional => {
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light_commands.insert(create_directional_light(&app_status));
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}
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}
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}
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}
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}
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/// Handles requests from the user to change the shadow filter method.
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///
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/// This system is also responsible for enabling and disabling TAA as
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/// appropriate.
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fn handle_shadow_filter_change(
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mut commands: Commands,
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mut cameras: Query<(Entity, &mut ShadowFilteringMethod)>,
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mut events: EventReader<WidgetClickEvent<AppSetting>>,
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mut app_status: ResMut<AppStatus>,
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) {
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for event in events.read() {
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let AppSetting::ShadowFilter(shadow_filter) = **event else {
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continue;
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};
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app_status.shadow_filter = shadow_filter;
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for (camera, mut shadow_filtering_method) in cameras.iter_mut() {
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match shadow_filter {
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ShadowFilter::NonTemporal => {
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*shadow_filtering_method = ShadowFilteringMethod::Gaussian;
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commands.entity(camera).remove::<TemporalAntiAliasing>();
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}
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ShadowFilter::Temporal => {
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*shadow_filtering_method = ShadowFilteringMethod::Temporal;
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commands
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.entity(camera)
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.insert(TemporalAntiAliasing::default());
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}
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}
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}
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}
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}
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/// Handles requests from the user to toggle soft shadows on and off.
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fn handle_pcss_toggle(
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mut lights: Query<AnyOf<(&mut DirectionalLight, &mut PointLight, &mut SpotLight)>>,
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mut events: EventReader<WidgetClickEvent<AppSetting>>,
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mut app_status: ResMut<AppStatus>,
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) {
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for event in events.read() {
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let AppSetting::SoftShadows(value) = **event else {
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continue;
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};
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app_status.soft_shadows = value;
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// Recreating the lights is the simplest way to toggle soft shadows.
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for (directional_light, point_light, spot_light) in lights.iter_mut() {
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if let Some(mut directional_light) = directional_light {
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*directional_light = create_directional_light(&app_status);
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}
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if let Some(mut point_light) = point_light {
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*point_light = create_point_light(&app_status);
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}
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if let Some(mut spot_light) = spot_light {
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*spot_light = create_spot_light(&app_status);
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}
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}
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}
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}
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/// Creates the [`DirectionalLight`] component with the appropriate settings.
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fn create_directional_light(app_status: &AppStatus) -> DirectionalLight {
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DirectionalLight {
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shadows_enabled: true,
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soft_shadow_size: if app_status.soft_shadows {
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Some(LIGHT_RADIUS)
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} else {
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None
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},
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shadow_depth_bias: DIRECTIONAL_SHADOW_DEPTH_BIAS,
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..default()
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}
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}
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/// Creates the [`PointLight`] component with the appropriate settings.
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fn create_point_light(app_status: &AppStatus) -> PointLight {
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PointLight {
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intensity: POINT_LIGHT_INTENSITY,
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range: POINT_LIGHT_RANGE,
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shadows_enabled: true,
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radius: LIGHT_RADIUS,
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soft_shadows_enabled: app_status.soft_shadows,
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shadow_depth_bias: POINT_SHADOW_DEPTH_BIAS,
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shadow_map_near_z: SHADOW_MAP_NEAR_Z,
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..default()
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}
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}
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/// Creates the [`SpotLight`] component with the appropriate settings.
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fn create_spot_light(app_status: &AppStatus) -> SpotLight {
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SpotLight {
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intensity: POINT_LIGHT_INTENSITY,
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range: POINT_LIGHT_RANGE,
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radius: LIGHT_RADIUS,
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shadows_enabled: true,
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soft_shadows_enabled: app_status.soft_shadows,
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shadow_depth_bias: DIRECTIONAL_SHADOW_DEPTH_BIAS,
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shadow_map_near_z: SHADOW_MAP_NEAR_Z,
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..default()
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}
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}
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